This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Drawing 30 dungeons/lairs before Christmas

Started by AndrewSFTSN, November 25, 2012, 03:25:08 PM

Previous topic - Next topic

Zachary The First

Quote from: Piestrio;602900Cool maps.

I'm thinking some sort of "gamer advent" for myself.

Maybe we could start a thread for people to contribute little bits and bobs useful for gaming throughout December. Encounters, maps, NPCs, etc... Just little spits of creativity to keep things flowing.

Hrm...

That'd be cool!

What'd be really awesome is if we could get a different gaming company or interest to offering something every day for a day between now and Christmas. Maybe it's a minor title for a buck, or a special sale on something...

Hmmm...that's a bit off topic.

Also, keep up the amazing work, Andrew. 'Mites and 'Tites? Love it. :)
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

AndrewSFTSN

QuoteThe leeches remove the poison as well as some of your skin and blood

AndrewSFTSN

An attempt to break out of the tyranny of the grid.

QuoteThe leeches remove the poison as well as some of your skin and blood

Opaopajr

Dig the organic looking latter one. Kinda crazy, but a good "OMG, I totally wanna know WTF that's all about!" crazy.

Interestingly enough, the close clustering of squared rooms and lack of long, perfectly tunneled (now with extra right angle turns!), gives it a more lived in appearance. Digging through rock is hard, organisms are lazy, thus this organic layout feels more 'natural'.

Your previous one of the new two does suffer from the dreaded routine. What also stands out are "long, perfect, filled-w/-right-angles!' tunnels. Unless it's a 'fat man's misery' or other preventative trap from intruders, it's... odd (and so overdone nowadays as to be trite). Hallways are admittedly hard to add detail though, and graphs just beg you to pay attention to its grid.

I will say though that this previous one has quite awesome room names. "Canoptic Whorehouse," "God Tears," "Moth Hell," "God's Backgammon," & "Smothering Tapestries"? Great stuff, a hook in two words! Perhaps cluster the awesome within their own regions -- spaced with thematic banal between -- so it doesn't seem so "2 much randum kool for no raezon!" Good stuff, but sometimes I need to catch my breath.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Zachary The First

RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

AndrewSFTSN

That first one was drawn before your post pointing out the "formula" some of them had fallen into.

Can you elaborate on this:

Quote from: Opaopajr-perpetually top-down perspective

?

When I'm drawing a dungeon layout, I can't get away from thinking about how they will affect of the game, and I wonder if that's a hindrance sometimes.  This is why I often avoid the types of areas I think would be fascinating to explore-cave systems, very badly ruined complexes, mazes made of living digestive tract etc.  

A 40 x 30 room with a door in the N and W walls is described and mapped in seconds.  A roughly L shaped cavern with 3' openings 20' off the floor at the junction formed by the walls running E-W and N-S can be difficult to explain, or even worse, you think it's been explained perfectly, then you see the players clusterfuck map 45 minutes later when they are planning their escape and inwardly weep.

I've heard the idea of drawing the room shape on a dry wipe grid and then erasing it when they leave, probably the best solution.
QuoteThe leeches remove the poison as well as some of your skin and blood

Opaopajr

I think it has to do with assuming immediate cartographic utility in the form of a blueprint floor plan.

But people didn't always think that way. Not only are there vertical cutaways, there's isometric perspective, there's symbolic regional referencing, etc. Humans are surprisingly flexible in their mapping.

Benoist's How to Megadungeon topic shows a side view dungeon dealing with all the levels and their inter-level interconnections. Intra-level detail is provided by a top-down perspective addressing a singular level's elevation.

Japanese Heian period art has palaces in a pseudo-isometric viewpoint with the roofs blown off.

Vornheim structures the house of medusa with a vertical slice of the home populated with visual icons and 1st person scene-snapshots throughout appropriate levels and regions.

Sounds dangerously post-modern, I guess. But really it's just opening up the art from the graph paper grid.

Here's a thought. Get a radial graph, instead of these cartesian graphs, and let's see where your subconscious takes you. With no right angles everywhere, you might find yourself with less right angles?
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

AndrewSFTSN

Thanks for all the comments so far.  I don't see anything overtly post modern about drop-in illustrations, I'll give it a go.  I'm not sure how it'll eat into the 45min time limit I set though.

No update tonight though, gaming instead.
QuoteThe leeches remove the poison as well as some of your skin and blood

akiva

Quote from: AndrewSFTSN;604071No update tonight though, gaming instead.

I think it's downright selfish of you to put your own gaming ahead of the pathetic needs of those following this thread . . .

RPGPundit

I think the "blueprint" method is the most used because it works best, generally speaking.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

AndrewSFTSN

Side elevations feel super limiting for this kind of thing to me.

QuoteThe leeches remove the poison as well as some of your skin and blood

Bedrockbrendan

Quote from: RPGPundit;604326I think the "blueprint" method is the most used because it works best, generally speaking.

RPGPundit

It is also relatively easy for those of us who dont have great mapping talents. I do occassionally experiment with more 3D maps to get a feel for a location, but the top down blue-print view is so much faster and effective for me. My maps are pretty shoddy, but they seem to get the job done for the most part.

For me, what I really need is enough on paper so i cankeep track of locations in game, notes so I know what kind of things are in the area, an encouter chart and some general background info.

To the OP: this is a cool idea and the maps look nice so far. Since you are basically just trying to crank out maps to get past some patterns and habits, I would say try to work through those habits within your standard format (which seems to be top down blue print). I have found changing approaches doesn't get rid of the underlying bad habits in most cases. If you have a bad habit, it will likely show up in 2D and 3D maps. I am not saying method doesn't matter. I would just see if you can fix whatever the problem is in blueprint first.

AndrewSFTSN

QuoteThe leeches remove the poison as well as some of your skin and blood

AndrewSFTSN

QuoteThe leeches remove the poison as well as some of your skin and blood

AndrewSFTSN

QuoteThe leeches remove the poison as well as some of your skin and blood